Commit graph

234 commits

Author SHA1 Message Date
reduz
5786516d4d Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.

This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).

**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).

Usage:

$ godot --write-movie movie.avi [scene_file.tscn]

Missing:

* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-21 11:28:47 +02:00
reduz
141c375581 Clean up Hash Functions
Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934
* Clean up usage of murmur3
* Fixed usages of binary murmur3 on floats (this is invalid)
* Changed DJB2 to use xor (which seems to be better)
2022-06-20 12:54:19 +02:00
Marcus Elg
46bbbd9770 Allow autocompletion of "noslider" in export_range 2022-06-19 17:11:49 +02:00
bruvzg
860e24683f
Make enum/constant binds 64-bit. 2022-06-17 16:36:26 +03:00
Rémi Verschelde
5b759ff160
Merge pull request #62030 from KoBeWi/SetName/GetName 2022-06-14 18:23:39 +02:00
kobewi
a3a029d4c6 Change set/get binding to use StringName 2022-06-14 16:27:33 +02:00
kobewi
5553e27fe8 Add vector value linking
Co-authored-by: redlamp <244062+redlamp@users.noreply.github.com>
2022-06-14 14:58:44 +02:00
reduz
4177e5c7c7 Add callable_mp_static
Allows using a static (C) function as a callable.
2022-05-22 15:36:34 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Yuri Rubinsky
a439832035 Fix signal completion in GDScript editor 2022-05-12 16:10:48 +03:00
reduz
8b7c7f5a75 Add a new HashMap implementation
Adds a new, cleaned up, HashMap implementation.

* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
  for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).

This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
2022-05-12 11:21:29 +02:00
reduz
0a57f964a3 Implement missing Node & Resource placeholders
Implemented by request of @neikeq to advance in the GDExtension version of Mono.

* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).

This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
2022-05-03 17:08:09 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
kobewi
6f0b63f794 Change D_METHOD to variadic template 2022-04-30 17:30:33 +02:00
Rémi Verschelde
add5163224
Merge pull request #59932 from vnen/remove-arg-names-release 2022-04-27 13:07:53 +02:00
bruvzg
de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
George Marques
62ad18a3a1
Remove argument name strings from release builds
They are not needed in release, so we can remove them to reduce the
binary size.
2022-04-05 20:40:07 -03:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Rémi Verschelde
c630c2001d
Merge pull request #59633 from EricEzaM/better-code-complete-update
Improve sorting of Code Completion options.
2022-04-03 12:34:00 +02:00
Eric M
4ab605d14d Improve sorting of Code Completion options.
Done by ordering options by their location in the code - e.g. local, parent class, global, etc.
2022-04-01 20:39:09 +10:00
bruvzg
947d7c8329
Fix some issues found by clang sanitizers. 2022-03-31 18:35:56 +03:00
Rémi Verschelde
a647fb3e62 Fix typos with codespell
Using codespell 2.2-dev from current git.

Fix a couple incorrect uses of gendered pronouns.
2022-03-31 14:07:29 +02:00
Pierre-Thomas Meisels
63f7f44ccb Make vararg method bind no return and return
Type emit_signal exposed method return type

set UndoRedo add_do_method and add_undo_method exposed return void

Set TreeItem::_call_recursive_bind returns void

Set _rpc_bind and _rpc_id_bind returns void in Node

Set _call_group and _call_group_flags method returns void in SceneTree

Set godot-cpp-test CI flag to false
2022-03-30 11:43:12 +02:00
Rémi Verschelde
482cdeaf71
Merge pull request #58608 from KoBeWi/metadefault 2022-03-29 16:14:28 +02:00
Rémi Verschelde
abbb0dc082
Merge pull request #59548 from akien-mga/obj-remove-unused-categories 2022-03-28 14:17:24 +02:00
Rémi Verschelde
143d13717b
Merge pull request #59553 from reduz/script-extension-support 2022-03-28 13:35:21 +02:00
Juan Linietsky
ed14ff5a08
Revert "Sort autocomplete/code completion options in a better way" 2022-03-28 13:31:32 +02:00
Rémi Verschelde
7fe5bece45
Merge pull request #58931 from EricEzaM/proposals/4189-better-code-completion
Sort autocomplete/code completion options in a better way
2022-03-28 08:56:27 +02:00
Jan Haller
f88bdac403 GDExtension: change to_string signature to accept GDNativeStringPtr instead of returning const char* 2022-03-27 21:31:00 +02:00
reduz
360dea5348 Add GDExtension support to Script
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core

This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
2022-03-27 16:13:00 +02:00
Rémi Verschelde
5371009d8e Object: Remove unused category boilerplate
We might want to re-add something like this if/when we find a good use case
for it and do the effort to categorize all objects in the API properly.

Until then, it's better to remove that boilerplate since it's not needed.

Closes #18711.
2022-03-26 15:46:01 +01:00
reduz
09b951b99b Refactor Object metadata
* API kept the same (Although functions could be renamed to set_metadata/get_metadata in a later PR), so not much should change.
* Metadata now exposed as individual properties.
* Properties are editable in inspector (unless metadata name begins with _) under the metadata/ namespace.
* Added the ability to Add/Remove metadata properties to the inspector.

This is a functionality that was requested very often, that makes metadata work a bit more similar to custom properties in Blender.
2022-03-24 14:21:52 +01:00
Eric M
f9e1c094a2 Improve sorting of Code Completion options.
Done by ordering options by their location in the code - e.g. local, parent class, global, etc.
2022-03-24 22:24:14 +10:00
reduz
2f651277da Add static method support to ClassDB
* Based on the work done for Variant in the past.
* Added `ClassDB::bind_static_method`
* Cleaned up ClassDB::bind_method to use variadic templates.

This adds support for having static methods in Object derived classes.
Note that this does not make it work yet in GDScript or Mono and, while it works for GDExtension, GodotCPP needs to be updated.
2022-03-22 16:27:34 +01:00
kobewi
3eb7fc4bfd Add optional 'default' argument to get_meta() 2022-03-22 15:50:47 +01:00
reduz
8b547331be Create GDExtension clases for PhysicsServer3D
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer

This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
2022-03-15 18:39:31 +01:00
Rémi Verschelde
952b71a425
Merge pull request #58751 from bruvzg/loc_str_props 2022-03-11 10:45:02 +01:00
reduz
6f51eca1e3 Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.

Most classes that make sense have been converted. Missing:

* Physics servers
* VideoStream
* Script* classes.

which will go in a separate PR due to the complexity involved.
2022-03-10 12:28:11 +01:00
Rémi Verschelde
741bbb9d7c
Merge pull request #58690 from elmordo/bugfix-57553-gdextension-inheritance-fix 2022-03-10 11:23:18 +01:00
Rémi Verschelde
b85e5d51b2 Fix UndoRedo method call argument count after #58929 2022-03-09 22:21:00 +01:00
reduz
21637dfc25 Remove VARIANT_ARG* macros
* Very old macros from the time Godot was created.
* Limited arguments to 5 (then later changed to 8) in many places.
* They were replaced by C++11 Variadic Templates.
* Renamed methods that take argument pointers to have a "p" suffix. This was used in some places and not in others, so made it standard.
* Also added a dereference check for Variant*. Helped catch a couple of bugs.
2022-03-09 18:39:13 +01:00
bruvzg
12cb6386f6
Improve app name and system permission message localization.
Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
2022-03-04 18:11:31 +02:00
Ing. Petr Jindra
c4770e1605 fix of reading property list from custom nodes imported from GDExtension when inheritance between custom nodes is used 2022-03-02 18:50:00 +01:00
Haoyu Qiu
b00b7f9b7c Fix UndoRedo::create_action() invalid memory usage 2022-03-01 18:20:46 +08:00
Rémi Verschelde
51a00c2855
Merge pull request #58182 from akien-mga/style-cleanup-if-semicolons-deadcode 2022-02-16 16:55:07 +01:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
jmb462
dcd2a92af3 Port existing _notification code to use switch statements (part 1/3) 2022-02-16 11:38:24 +01:00
Yuri Sizov
107b6f299c Reorganize inspector layout workflow for Control nodes 2022-02-10 20:29:34 +03:00
Rémi Verschelde
f425d403fe
Merge pull request #57066 from KoBeWi/in_the_name_of_the_custom 2022-02-08 11:15:01 +01:00
Rémi Verschelde
0154ce2c8d
Merge pull request #43015 from Xrayez/refactor-auto-instaprop
Refactor auto-instantiation of `Object` properties in editor
2022-02-08 08:57:29 +01:00
kobewi
a08fc442a0 Fix script editor errors with CustomCallables 2022-02-07 14:34:42 +01:00
Rémi Verschelde
f8f19b313d
Merge pull request #57562 from AnilBK/string-add-contains
String: Add contains().
2022-02-03 22:21:24 +01:00
Anilforextra
adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
bruvzg
ddd96b3059
[GDExtension] Fix registration of functions with enum or native pointer return type. 2022-02-03 16:03:23 +02:00
Nathan Franke
8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy 2022-01-29 04:41:03 -06:00
bruvzg
40c56ed410
Improve locale detection.
Use separate language, script and country lists.
Add locale selection dialog and property hint.
2022-01-18 14:30:00 +02:00
Rémi Verschelde
585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings 2022-01-12 15:24:17 +01:00
Rémi Verschelde
b238218363
Merge pull request #55851 from Chaosus/better-completion-options-list_rebased 2022-01-06 09:40:44 +01:00
Rémi Verschelde
ba2bdc478b
Style: Remove inconsistently used @author docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde
5ae0f0f199
Merge pull request #56469 from Zylann/remove_gdclass_inherits_static 2022-01-04 14:28:41 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Marc Gilleron
a88e1ce362 Remove unused inherits_static from GDCLASS 2022-01-03 20:24:16 +00:00
fabriceci
9d5b807059 Improve editor template workflow
Co-Authored-By: jmb462 <jmb462@gmail.com>
2022-01-02 21:52:09 +01:00
Andrii Doroshenko (Xrayez)
7a8b11ee14 Refactor auto-instantiation of Object properties in editor
Auto-instantiation is used by the create dialog, but should also be
used by the editor inspector.

This refactors object properties auto-instantiation into a dedicated
method to be reused throughout editor (and possibly scripting).
2021-12-28 15:50:44 +02:00
Yuri Roubinsky
526390c048 Fix highlight for completion options match (rebased)
Co-authored-by: Gustav Andersson <gvekan@users.noreply.github.com>
2021-12-12 10:39:49 +03:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Gilles Roudière
4fc0fb826a Change gdnative interface so that Godot object initialization should be triggered from the extension side 2021-11-30 16:55:48 +01:00
Ricardo Subtil
93396b3e51 Fix wrong comparison with default values 2021-11-26 14:04:13 +00:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00
Xwdit
0bd96bd2cf
Fix the exceptions in signal disconnection
Use the correct method to get SignalData to fix exceptions in signal disconnection
2021-11-17 09:29:29 +01:00
Hugo Locurcio
315e94ee2a
Merge pull request #53710 from CaptainProton42/fix-extension-class-inspector-properties 2021-11-14 22:02:31 +01:00
kobewi
e393c2a734 Add is_built_in() method to Resource 2021-11-04 12:45:58 +01:00
Hugo Locurcio
c012fbc8b2
Rename PROPERTY_USAGE_NOEDITOR to PROPERTY_USAGE_NO_EDITOR
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Rémi Verschelde
f42ef8d5f9
CI: Update to clang-format 13 using LLVM repo 2021-10-28 17:11:00 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
Gilles Roudière
a51f92273a Remove ItemList editor and replace it by a property array 2021-10-28 10:16:51 +02:00
Max Hilbrunner
5dc02eb8b0 Save all 64 bits of get_ticks_msec() in more cases 2021-10-26 13:58:58 +02:00
qarmin
343d005e0f Fix memory leak in exported project 2021-10-18 11:19:31 +02:00
Rémi Verschelde
6569635ec0
Merge pull request #53757 from groud/fix_undo 2021-10-13 12:42:07 +02:00
Gilles Roudière
cf7242dd8e Fix undo in inspector not working 2021-10-13 10:45:21 +02:00
Rémi Verschelde
b48c6418fe
Merge pull request #52293 from neikeq/class-db-api-type-bug
Fix ClassDB API type mismatch bug between --editor and player
2021-10-12 22:34:21 +02:00
CaptainProton42
a9aba86943 Fetch extension class props from ClassDB
Extension class properties that have been registered with
ClassDB(`GDNativeInterface::classdb_register_extension_class_property`)
were not fetched previously. (Only  directly providing a property
list using `GDNativeExtensionClassCreationInfo::get_property_list_func`
would work.) This especially caused problems with the C++
bindings since they exclusively rely on ClassDB to register properties.
2021-10-12 18:25:55 +02:00
Gilles Roudière
5504e11fb7 Fix useless debug print 2021-10-12 17:03:39 +02:00
Gilles Roudière
1be00864b7 Add a way to force undo/redo operations to be kept in MERGE_ENDS mode 2021-10-12 14:03:05 +02:00
George Marques
fafa8c7f6e
Enable method type information on release builds
This is needed to ensure GDScript compilation works properly on release
builds and make use of optimized typed instructions.
2021-10-07 16:13:44 -03:00
Maxime Lapointe
29dc8de88b Improve error message when instantiating virtual class 2021-10-05 08:09:35 -04:00
Rémi Verschelde
01cb4d92f3
Merge pull request #47442 from Shatur/fix-connect-reference-counted 2021-10-01 22:41:11 +02:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Fabio Alessandrelli
f9ce9a8e10 [ClassDB] Unify construct/extension retrieval. 2021-09-22 18:33:29 +02:00
Fabio Alessandrelli
f724bd1880 [Core] Add ClassDB functions to retrieve/construct extensions.
Calling the constructor alone is not enough if the class to be
instantiated is not a base class.

This commit adds two functions, one for retrieving the the extension
class reference, the other to construct an instance using the
constructor and the extension class reference.
2021-09-22 17:46:08 +02:00
Max Hilbrunner
acc776f7b6
Merge pull request #52442 from Faless/mp/4.x_rpc_manager
[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
2021-09-07 18:44:39 +02:00
Fabio Alessandrelli
bf9aae09ba [Net] Move multiplayer to core subdir, split RPCManager.
Move multiplayer classes to "core/multiplayer" subdir.

Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.

Move the RPC handling code to its own class (RPCManager).

Renames "get_rpc_sender_id" to "get_remote_sender_id".
2021-09-07 11:14:30 +02:00
Gilles Roudière
4bd7700e89 Implement properties arrays in the Inspector. 2021-09-07 09:51:28 +02:00
Silc 'Tokage' Renew
facf8f1883 Apply set_read_only() to child classes of EditorProperty elements 2021-09-05 18:22:17 +09:00
Ignacio Roldán Etcheverry
cca26cc83f Fix ClassDB API type mismatch bug between --editor and player
There are two ways a class can be added to ClassDB:

- `A`: When an instance of the class is created for the first time. When
  this happends the class is not registered/exposed to scripts.
- `B`: When calling `GDREGISTER_CLASS(ClassName)` or similar. When this
  happens the class is registered/exposed to scripts.

ClassDB has an API type property to differentiate between the core
and editor APIs. Up until now the API type was determined whenever
the class is added to ClassDB (either `A` or `B`).

The problem comes when a class is instantiated (`A`) before
being registered (`B`).
If at this point the current defined API is not the same as when the
class is later registered, this will result in a mismatch between
`--editor` and non-editor apps.
This is specially bad for C# as it makes the editor player abort.

This was happening with `EditorPaths` which, while being registered
during the editor API classes registrations, it was also being
instantiated earlier when running the editor or the project manager,
via a call to `EditorPaths::create()`. This regression was introduced
in 1074017f04.

This commit fixes this simply by re-assigning the class API type when
the class is registered (`B`).
This is correct because API type describes registered/exposed classes.
It shouldn't cause any regressions as the API type should not be
accessed of classes that are not (or not yet) registered/exposed.

Code locations for reference:
- Method to add a class to ClassDB: `ClassDB::_add_class2`
- Code that adds classes to ClassDB post first initialization (`A`):
  `memnew` macros -> `Object::_postinitialize` ->
  `Object::initialize_class` -> `ClassDB::_add_class2`.
- Code adds class to ClassDB and registers/exposes it to scripts:
  `GDREGISTER_CLASS` macros -> `ClassDB::register_class<T>` ->
  `Object::initialize_class` -> `ClassDB::_add_class2`.
2021-08-31 22:35:32 +02:00
Juan Linietsky
d19b12dbd2
Merge pull request #52107 from timothyqiu/overriden
Fix misspelled "overriden"
2021-08-26 13:07:52 -03:00
Haoyu Qiu
eba7265a1c Fix misspelled "overriden"
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-26 01:44:01 +08:00